Converted entity materials to new fade shader Implemented visibility system Refactored per-instance entity code to run inside monobehavior on entity instances Created state machine AI for enemy ships with basic patrol and combat routines Removed legacy AI code (controller item behaviors) Added automatic trigger group assignment for matched weapons Created ship collision system Created shield VFX and colliders
112 lines
No EOL
4 KiB
C#
112 lines
No EOL
4 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System.Collections.Generic;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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using UniRx;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using float3 = Unity.Mathematics.float3;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class TurretControllerData : BehaviorData
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{
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new TurretController(context, this, entity, item);
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}
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}
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public class TurretController : IBehavior
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{
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private TurretControllerData _data;
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private List<Weapon> _weapons = new List<Weapon>();
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private float _shotSpeed;
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private bool _predictShots;
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public Entity EquippedEntity { get; }
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public EquippedItem Item { get; }
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public ItemManager Context { get; }
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public BehaviorData Data => _data;
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public TurretController(ItemManager context, TurretControllerData data, Entity equippedEntity, EquippedItem item)
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{
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Context = context;
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_data = data;
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EquippedEntity = equippedEntity;
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Item = item;
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var weapons = equippedEntity.Equipment.Where(e => e.Behaviors.Any(b => b.Data is WeaponData));
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foreach (var weapon in weapons)
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{
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CheckWeapon(weapon);
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}
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equippedEntity.Equipment.ObserveAdd().Subscribe(add => CheckWeapon(add.Value));
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equippedEntity.Equipment.ObserveRemove().Subscribe(remove =>
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{
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foreach (var b in remove.Value.Behaviors)
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if (b is Weapon weapon)
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_weapons.Remove(weapon);
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});
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}
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private void CheckWeapon(EquippedItem item)
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{
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foreach (var b in item.Behaviors)
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if (b is Weapon weapon)
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{
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_weapons.Add(weapon);
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var vel = Context.Evaluate(weapon.WeaponData.Velocity, item.EquippableItem, EquippedEntity);
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if (vel > .1f)
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{
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_predictShots = true;
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_shotSpeed = vel;
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}
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}
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}
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public bool Execute(float delta)
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{
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if (EquippedEntity.Target.Value != null)
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{
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var diff = EquippedEntity.Target.Value.Position - EquippedEntity.Position;
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if (_predictShots)
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{
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var targetHullData = EquippedEntity.ItemManager.GetData(EquippedEntity.Target.Value.Hull) as HullData;
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var targetVelocity = float3(EquippedEntity.Target.Value.Velocity.x, 0, EquippedEntity.Target.Value.Velocity.y);
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var predictedPosition = AetheriaMath.FirstOrderIntercept(
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EquippedEntity.Position, float3.zero, _shotSpeed,
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EquippedEntity.Target.Value.Position, targetVelocity
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);
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predictedPosition.y = EquippedEntity.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset;
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EquippedEntity.LookDirection = normalize(predictedPosition - EquippedEntity.Position);
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}
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else
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EquippedEntity.LookDirection = normalize(diff);
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var dist = length(diff);
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foreach (var x in _weapons)
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{
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var data = x.Data as WeaponData;
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var fire = dot(
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EquippedEntity.HardpointTransforms[EquippedEntity.Hardpoints[x.Item.Position.x, x.Item.Position.y]].direction,
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EquippedEntity.LookDirection) > .99f;
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if (Context.Evaluate(data.Range, x.Item.EquippableItem, EquippedEntity) > dist && fire)
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{
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x.Activate();
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}
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else if (x.Firing)
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x.Deactivate();
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}
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}
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else
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{
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EquippedEntity.Target.Value = EquippedEntity.VisibleHostiles.FirstOrDefault(e => e is Ship);
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}
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return true;
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}
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} |